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Information
RPG
Genre
Series Code
 
Category
Mechanic
Designer
Artist
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Publisher
Year Published
2012
Primary Name
The Slave Pits of Abhoth
Alternate Names
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ObjectID: 139164
Versions
Pg. 1
Nick: 
PDF (1up) Version
Publisher: 
Year: 2012
Electronic (PDF, DOC, eBook, HTML, etc.)
74 pages
Size: Letter
English
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Link Image
Nick: 
PDF (2up) version
Publisher: 
Year: 2012
Electronic (PDF, DOC, eBook, HTML, etc.)
38 pages
Size: 11.00 x 8.50 inches
English
View
Corrections
Link Image
Description Edit | History

From the introduction:
This project was inspired by the re-release of the core books of the Advanced version of the world’s most famous FRPG. At the time of the announcement, I was thrilled that these books were to be re-released; however, I personally would have preferred if the entire library had been made available in various forms. I was subsequently challenged to re-imagine one entry in the library rather than simply wait for that library to see the light of day. This module is my answer to that challenge — a re-imagined version of the first module in the classic A-series.

While this is written for the retro-clone Labyrinth Lord™ using the Advanced Edition Companion™ expansion and inspiration from The Realms of Crawling Chaos™, it is still easily used with the re-released core books with little to no conversion for those who are interested.

More Information Edit | History

This scenario is available as a free download. (See links section below)

User comment:
This module is the designer's answer to TSR's A1: Slave Pits of the Undercity. In the blog posts about the development of the scenario he describes some of the things that he finds lacking in Slave Pits of the Undercity and how he thinks they could be addressed:

I suppose I could overlook these things if A1 didn’t suffer overall from the fact that it is a tournament module. TSR did a very good job back in the day of making tournament module sound cool, special and superior to the crappy DYI stuff you did in your basement, but they necessarily abandoned several principles that govern normal dungeon creation:

    1. The adventure is very linear. Characters start at Room 1 and proceed from there. Yes, it is possible to go in through other entrances and yes, it is possible to role-play the discovery of the temple within the city where it can be found; however, both are seriously hampered by the fact that it makes little sense to hide the slave trade in a city that probably doesn't think twice about owning and selling slaves.
    2. The normal empty-room-to-encounter-area ratio is thrown out of whack. Tournament games are not about exploration, they are about overcoming puzzles and monsters. Therefore virtually every room has a monster, a trap or some kind of hurdle that the players must defeat.
    3. There is an emphasis on having new monsters that players are unfamiliar with, even if their presence doesn’t necessarily make sense or fit the scenario (see my question about the aspis above).
    4. The scenario is more important than its utility outside of the tournament setting. Placing A1 into an existing campaign takes more effort than simply placing it on a map.

(attribution: Blood of Prokopius:Re-Imagining The Slave Pits of the Undercity)

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